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Topics - John.McWaters

Pages: [1] 2 3 ... 5
1
I've had an issue for a while now when I save a file to a new version of 3dsMax, the size of the file becomes multiple times larger than it was originally. Has anyone else experienced this or know what the cause may be? For example, I'll start a project in Max 2024 and it'll be around 60MB, then I'll save it to 3dsMax 2025, and it may balloon up to 240MB.

2
I use the Mapping Randomizer component to randomize a wood texture across several boards. My wood texture contains 20 boards, so I set the step amount in the Mapping Randomizer to .05 (1.0/20). However, it seems that it's not actually stepping it by 1/20th.

I've attached an example 3dsMax file and couple images. In the first image, there is no randomization as you can see each board has the same texture. The next image has the randomizer set to X value offset at 0 to 1, with a step of 0.5. I would expect to see different numbers on each board, but it appears the step amount isn't offset the texture correctly.

I have attached the texture I'm using as well. It's a simple guide to figure out if my 20-board texture is aligning correctly.


3
[Max] I need help! / CMasking masks aren't completely white
« on: 2025-02-27, 14:15:11 »
Why would the white portions in my CMasking element not be fully white when opened in PS? I'm saving them as pngs. The white portion is RGB 207 207 207 when opened in PS.

4
[Max] I need help! / Modeling liquid volume for caustics
« on: 2024-12-05, 15:38:42 »
When modeling the volume of a liquid for caustics, is it still necessary to make the volume's geometry go beyond its container walls?

For the surface of the liquid, will the solver recognize either a bump map or displacement map for the surface irregularities?

5
[Max] I need help! / Proper use of auto exposure
« on: 2024-12-05, 02:26:00 »
Is highlight compression still necessary when auto exposure is enabled? I'm wondering what the proper technique would be for using the new auto exposure.

6
I have the default 'Architectural Glass' material that is being supported by some metal clips. The greenish hue of glass absorption color appears through the metal clips, causing their bottoms to appear greenish. I've attached an image of this and another with the glass hidden. I also confirmed that the glass is not clipping through the metal. There is actually a 1/64" gap between the metal and the glass. The metal doesn't have any sort of displacement either.

7
3dsMax 2025 w/ Corona 12 HF1

I've noticed that as I change the Offset of a map, the rotation also changes in the environmental mapping section. I'm not sure this is a bug, but I'm curious as to the purpose.

8
Whenever I open this 3dsMax file, as the file is opening, Windows Protections alerts me to a trojan "Win32/Sirefef!cfg" that is located in my Temp folder under CoronaRenderer>ImageTextureCache.

It always points me to a Corona_Mip_Map_8.data file located in one of the random folders under ImageTextureCache. I will tell it to remove the file, and sure enough, if I navigate to that folder, the Corona_Mip_Map_8.data file is gone.

I want to figure out what is causing this. It seems something is happening before the trojan is detecting that is creating it I the Temp folder in the first place. Is there a way I can look at what the contents are in the Mip Map folder and know if there is a texture file that is infected?

9
Has this issue been resolved? I'm still having issues getting the selected maps/materials to be the shade on surfaces in the viewport.

10
Whenever I save my Max file, it crashes the entire program. I'm curious if there is a log the Corona team can look at and see if they can discern what may be happening. I'm using the most up-to-date version of Corona 11.

11
I typically use a lot of wood materials in my renderings, and I like to project end-grain textures where the end grain would be exposed. I will also tend to keep models of several pieces in one editable poly that all run the same direction, for instance, all boards that run vertically will be in one editable poly.

My challenge is, however, that I need to find a way to map an end-grain texture to be on-center with each face. I will project textures onto the pieces using the Triplanar component, which is great because I can feed it the end grain textures in the Z input, and it will project them onto the correct faces, but the texture will not be centered on the faces (some faces, you'll see a seam). I'm wondering if there is a way to do this besides a UVW Unwrap.

I've included a screenshot and file that illustrates my problem.



12
Before Corona 10, I seemed to be able to have CoronaAO components upstream or downstream of MappingRandomizers and Triplanars, but in 10, CoronaAO's are not behaving correctly for me when they are upstream. Is this expected behavior?

For example, this is the result when I have the following material setup...Checker map>CoronaAO (w/ a red occluded color)>Mapping Randomizer>CoronaTriplanar. Is the Mapping Randomizer acting on the upstream Corona AO component? If so, I don't think that was the case in previous versions.

edit: after a little more research, it looks like it behaves correctly in the CoronaAO is placed between the Mapping Randomizer and CoronaTriplanar...you just can't put it upstream of both.

13
Is there a way to create a mask for a window object that would not only include the frame and reflections on the glass, but not the objects being refracted through the glass?

14
I'm trying to think of the best workflow for creating a motion-blurred person but in a still render. Because I don't have many animated assets of people walking nor want the entire person to have the same motion blur shape (ideally, I want the legs and upper torso to have more than the waist), I'm okay applying the effect in PS after the rendering.

In this case, I just need a way to make the person be its own entity so that it can sit on its own layer in PS.

My approach would be to create one rendering with the person being directly invisible so that you still get the shadows and reflections created by them, then do another 'render selected' of the person so that you have them as a separate entity to import into PS. You then blue the person as desired without affecting the pixels behind it. The shadows from the person would be a little off ditto the reflections.

15
[Max] I need help! / Mapping end grain of wood
« on: 2023-04-25, 02:08:16 »
I'm trying to find a good way to map wood end grain on objects that are mostly boxes (like boards or planks). Most of the wood elements in my models run in either the X, Y, or Z directions (in terms of the wood grain). Therefore, I typically set the mapping up with tri-planar components running in each direction, with an end grain texture plugged into the z input, and typical wood grain in the other two axes. The wood objects are set up so that all the boards running in a direction are all part of one editable poly. My issue is that when it comes to end grain, sometimes I'll get a moment at the end of a board where you'll see a seam in the end grain texture because my textures aren't tileable.

It would be ideal if there was a way to set the texture up such that the tri-planar component could center a texture on each element within the editable poly. In my case, it would be centering the end grain texture on each element in the given axis. Perhaps this is possible, and I just don't know how. Anyways, I would interested to hear how anyone else sets up end-grain textures in their models besides manually placing each one.

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